The main thread is not mutex blocked while child threads load anymore.
This commit is contained in:
+1
-1
Submodule assets updated: 6cbf2365d4...a3c92ac876
@@ -13,7 +13,7 @@ private:
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public:
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~Model();
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const std::vector<RawModel::MaterialGroup>& TextureGroups() const { return m_RawModel->TextureGroups; }
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const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
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@@ -15,16 +15,16 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
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: RenderJob()
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{
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Model = model;
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TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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DiffuseTexture = texGroup.Texture.get();
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NormalTexture = texGroup.NormalMap.get();
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SpecularTexture = texGroup.SpecularMap.get();
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StartIndex = texGroup.StartIndex;
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EndIndex = texGroup.EndIndex;
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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DiffuseTexture = matGroup.Texture.get();
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NormalTexture = matGroup.NormalMap.get();
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SpecularTexture = matGroup.SpecularMap.get();
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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@@ -57,7 +57,7 @@ public:
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unsigned int EndIndex;
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};
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std::vector<MaterialGroup> TextureGroups;
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std::vector<MaterialGroup> MaterialGroups;
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std::vector<Vertex> m_Vertices;
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std::vector<unsigned int> m_Indices;
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@@ -0,0 +1,30 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform/>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Camera/>
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<c:Transform>
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<Position X="-8.58846378" Y="9.3929615" Z="14.3944101"/>
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<Orientation X="-0.645772398" Y="-0.314115167" Z="-4.700399e-08"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource></Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -81,8 +81,6 @@ void ResourceManager::Update()
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Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
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{
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//Lock the mutex immediately, and unlock it when leaving the function.
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boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
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auto facIt = m_FactoryFunctions.find(resourceType);
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if (facIt == m_FactoryFunctions.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
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@@ -98,23 +96,29 @@ Resource* ResourceManager::createResource(std::string resourceType, std::string
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} catch (const std::exception& e) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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if (resource != nullptr) {
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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{
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//Lock the mutex immediately, and unlock it when leaving the code block.
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boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
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if (resource != nullptr) {
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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}
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// Cache
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m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
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m_ResourceFromName[resourceName] = resource;
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if (parent != nullptr) {
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m_ResourceParents[resource] = parent;
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}
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if (!boost::filesystem::is_directory(resourceName)) {
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LOG_DEBUG("Adding watch for %s", resourceName.c_str());
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m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
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}
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}
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// Cache
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m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
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m_ResourceFromName[resourceName] = resource;
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if (parent != nullptr) {
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m_ResourceParents[resource] = parent;
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}
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if (!boost::filesystem::is_directory(resourceName)) {
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LOG_DEBUG("Adding watch for %s", resourceName.c_str());
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m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
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}
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return resource;
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}
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@@ -9,7 +9,7 @@ Model::Model(std::string fileName)
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throw StillLoadingException();
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}
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for (auto& group : m_RawModel->TextureGroups) {
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for (auto& group : m_RawModel->MaterialGroups) {
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if (!group.TexturePath.empty()) {
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group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
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}
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@@ -163,7 +163,7 @@ RawModel::RawModel(std::string fileName)
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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TextureGroups.push_back(matGroup);
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MaterialGroups.push_back(matGroup);
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// Bones
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std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
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@@ -84,15 +84,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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continue;
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}
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Model* model = ResourceManager::Load<::Model>(resource);
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Model* model = ResourceManager::Load<::Model, true>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
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for (auto texGroup : model->TextureGroups) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
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jobs.push_back(modelJob);
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}
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}
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@@ -131,8 +131,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups()[0].EndIndex - m_ScreenQuad->TextureGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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